Cocos2d-x Solutions

Udemy

Course Summary

Efficiently administer and maintain your games with Cocos2d-x

+

Course Description

Cocos2d-x is a suite of open source, cross-platform game-development
tools used by thousands of developers all over the world. Cocos2d-x is a
game framework written in C++, with a thin platform-dependent layer.
Completely written in C++, the core engine has the smallest footprint
and the fastest speed of any other game engine, and is optimized to be
run on all kinds of devices.

You will begin with the initial setup and installation of Cocos2d
before moving on to the fundamentals needed to create a new project. You
will then explore and create the sprites, animations, and actions that
you will include in the game. Next, you will look at strings and create
labels, including a label with True Type Font (TTF) font support.

Later, you will learn about layer and scene creation and transition.
Then you will create the GUI parts essential for a game, such as buttons
and switches. After that, you will breathe life into the game with
background music and sound effects using the all new Cocos2d-x audio
engine. You will then discover how to manage resource files and
implement processes that depend on the operating system.

Finally, you will learn about tools that will help you make games
more robust and stable, and get to know best practices to improve the
game you have developed.

About The Author

Akihiro Matsuura has five years of experience as a Cocos2d-x
developer. He founded his own company called Syuhari, Inc. five years
ago. He has more than 20 years of experience as a programmer. He has
written three technical books in Japanese. He also authored Cocos2d-x
Recipe Book, Shuwa System Co., Ltd , the first Cocos2d-x book in Japan,
iPhone SDK Recipe Book , Shuwa System Co., Ltd, and Cocos2d-x Guide
Book, Mynavi Corporation.

7 years ago, iPhone3G was released in Japan. This was when he began
to develop its software and ended up developing a lot of applications
for iPhone. First, he developed them using Cocos2d for iPhone; however,
he had to port to Android. So, he decided to use Cocos2d-x to develop
cross-platform applications. At that time, Cocos2d-x was at version 1.0.

Since then, he has developed a lot of applications using Cocos2d-x.

+

Course Description

Cocos2d-x is a suite of open source, cross-platform game-development
tools used by thousands of developers all over the world. Cocos2d-x is a
game framework written in C++, with a thin platform-dependent layer.
Completely written in C++, the core engine has the smallest footprint
and the fastest speed of any other game engine, and is optimized to be
run on all kinds of devices.

You will begin with the initial setup and installation of Cocos2d
before moving on to the fundamentals needed to create a new project. You
will then explore and create the sprites, animations, and actions that
you will include in the game. Next, you will look at strings and create
labels, including a label with True Type Font (TTF) font support.

Later, you will learn about layer and scene creation and transition.
Then you will create the GUI parts essential for a game, such as buttons
and switches. After that, you will breathe life into the game with
background music and sound effects using the all new Cocos2d-x audio
engine. You will then discover how to manage resource files and
implement processes that depend on the operating system.

Finally, you will learn about tools that will help you make games
more robust and stable, and get to know best practices to improve the
game you have developed.

About The Author

Akihiro Matsuura has five years of experience as a Cocos2d-x
developer. He founded his own company called Syuhari, Inc. five years
ago. He has more than 20 years of experience as a programmer. He has
written three technical books in Japanese. He also authored Cocos2d-x
Recipe Book, Shuwa System Co., Ltd , the first Cocos2d-x book in Japan,
iPhone SDK Recipe Book , Shuwa System Co., Ltd, and Cocos2d-x Guide
Book, Mynavi Corporation.

7 years ago, iPhone3G was released in Japan. This was when he began
to develop its software and ended up developing a lot of applications
for iPhone. First, he developed them using Cocos2d for iPhone; however,
he had to port to Android. So, he decided to use Cocos2d-x to develop
cross-platform applications. At that time, Cocos2d-x was at version 1.0.